﻿
using System;
using UnityEngine;
using UnityEngine.UI;
using UI00;
using System.Collections.Generic;
/// <summary>
/// 语言配置表
/// 当前代码为自动生成
/// </summary>
namespace G01 {
    public class UILanguage : C_LanguageBase {
        protected int currentLanguageType;
        protected Dictionary<string, Dictionary<string, string>> dataDicDic;
        #region------工具方法-----------
        protected override int GetCurrentLanguageType() { return currentLanguageType; }
        protected override Dictionary<string, Dictionary<string, string>> GetDataDicDic() { return dataDicDic; }
        protected override string GetLanguageDataPath() { return @"xcelData\Language\G01\G01.UILanguage."; }
        #endregion
        protected override void S_LcadLanguageData(int LanguageType, Dictionary<string, Dictionary<string, string>> dataDicDic) {
            currentLanguageType = LanguageType;
            this.dataDicDic = dataDicDic;
			if (dataDicDic.ContainsKey("UI_Main")) {
				UI_Main.S_LcadLanguageData(dataDicDic["UI_Main"]);
			} else {
				Debug.LogError("语言加载出错__UI_Main_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_NpcPreview")) {
				UI_NpcPreview.S_LcadLanguageData(dataDicDic["UI_NpcPreview"]);
			} else {
				Debug.LogError("语言加载出错__UI_NpcPreview_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_Checkout")) {
				UI_Checkout.S_LcadLanguageData(dataDicDic["UI_Checkout"]);
			} else {
				Debug.LogError("语言加载出错__UI_Checkout_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_LuckyTurntable")) {
				UI_LuckyTurntable.S_LcadLanguageData(dataDicDic["UI_LuckyTurntable"]);
			} else {
				Debug.LogError("语言加载出错__UI_LuckyTurntable_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_MoneyExchange")) {
				UI_MoneyExchange.S_LcadLanguageData(dataDicDic["UI_MoneyExchange"]);
			} else {
				Debug.LogError("语言加载出错__UI_MoneyExchange_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_PropertyView")) {
				UI_PropertyView.S_LcadLanguageData(dataDicDic["UI_PropertyView"]);
			} else {
				Debug.LogError("语言加载出错__UI_PropertyView_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_RebornRole")) {
				UI_RebornRole.S_LcadLanguageData(dataDicDic["UI_RebornRole"]);
			} else {
				Debug.LogError("语言加载出错__UI_RebornRole_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_Setup")) {
				UI_Setup.S_LcadLanguageData(dataDicDic["UI_Setup"]);
			} else {
				Debug.LogError("语言加载出错__UI_Setup_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_TimingProfit")) {
				UI_TimingProfit.S_LcadLanguageData(dataDicDic["UI_TimingProfit"]);
			} else {
				Debug.LogError("语言加载出错__UI_TimingProfit_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_LanguageSetting")) {
				UI_LanguageSetting.S_LcadLanguageData(dataDicDic["UI_LanguageSetting"]);
			} else {
				Debug.LogError("语言加载出错__UI_LanguageSetting_表找不到___");
			}
			if (dataDicDic.ContainsKey("E_MessaageType")) {
				E_MessaageType.S_LcadLanguageData(dataDicDic["E_MessaageType"]);
			} else {
				Debug.LogError("语言加载出错__E_MessaageType_表找不到___");
			}
			if (dataDicDic.ContainsKey("UI_SystemHints")) {
				UI_SystemHints.S_LcadLanguageData(dataDicDic["UI_SystemHints"]);
			} else {
				Debug.LogError("语言加载出错__UI_SystemHints_表找不到___");
			}
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_Main UI_Main = new _UI_Main();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_NpcPreview UI_NpcPreview = new _UI_NpcPreview();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_Checkout UI_Checkout = new _UI_Checkout();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_LuckyTurntable UI_LuckyTurntable = new _UI_LuckyTurntable();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_MoneyExchange UI_MoneyExchange = new _UI_MoneyExchange();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_PropertyView UI_PropertyView = new _UI_PropertyView();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_RebornRole UI_RebornRole = new _UI_RebornRole();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_Setup UI_Setup = new _UI_Setup();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_TimingProfit UI_TimingProfit = new _UI_TimingProfit();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_LanguageSetting UI_LanguageSetting = new _UI_LanguageSetting();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _E_MessaageType E_MessaageType = new _E_MessaageType();
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public _UI_SystemHints UI_SystemHints = new _UI_SystemHints();
       
        /// <summary>
        /// 设置默认语言
        /// </summary>
        /// <param name='root'>UI物体根</param>
        public override void S_SettingDefaultLanguage(Transform root) {
			try{
				UI_Main.S_SettingDefaultLanguage(root.Find("UI_Main"));
			} catch { }
			try{
				UI_NpcPreview.S_SettingDefaultLanguage(root.Find("UI_NpcPreview"));
			} catch { }
			try{
				UI_Checkout.S_SettingDefaultLanguage(root.Find("UI_Checkout"));
			} catch { }
			try{
				UI_LuckyTurntable.S_SettingDefaultLanguage(root.Find("UI_LuckyTurntable"));
			} catch { }
			try{
				UI_MoneyExchange.S_SettingDefaultLanguage(root.Find("UI_MoneyExchange"));
			} catch { }
			try{
				UI_PropertyView.S_SettingDefaultLanguage(root.Find("UI_PropertyView"));
			} catch { }
			try{
				UI_RebornRole.S_SettingDefaultLanguage(root.Find("UI_RebornRole"));
			} catch { }
			try{
				UI_Setup.S_SettingDefaultLanguage(root.Find("UI_Setup"));
			} catch { }
			try{
				UI_TimingProfit.S_SettingDefaultLanguage(root.Find("UI_TimingProfit"));
			} catch { }
			try{
				UI_LanguageSetting.S_SettingDefaultLanguage(root.Find("UI_LanguageSetting"));
			} catch { }
			try{
				E_MessaageType.S_SettingDefaultLanguage(root.Find("E_MessaageType"));
			} catch { }
			try{
				UI_SystemHints.S_SettingDefaultLanguage(root.Find("UI_SystemHints"));
			} catch { }
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_Main {
			private string _residualVirus;
			private string _clickToCollect;
			private string _buff_01;
			private string _buff_02;
			private string _buff_03;
			private string _buff_04;
			private string _buff_05;
			private string _buff_06;
			private string _buff_07;
			private string _buff_08;
			private string _bossWarning01;
			private string _bossWarning02;
			private string _bossWarning03;
			private string _systemHint;
			private string _unableToReceiveDiamonds;
			private string _startGameTipsText;
			#region-------属性----------------
			/// <summary>
			///剩余怪物百分比 
			/// </summary>
			public string residualVirus{
				get {
					return _residualVirus;
				}
			}
			/// <summary>
			///点击领取金币 
			/// </summary>
			public string clickToCollect{
				get {
					return _clickToCollect;
				}
			}
			/// <summary>
			///buff 
			/// </summary>
			public string buff_01{
				get {
					return _buff_01;
				}
			}
			/// <summary>
			///buff 
			/// </summary>
			public string buff_02{
				get {
					return _buff_02;
				}
			}
			/// <summary>
			///buff 
			/// </summary>
			public string buff_03{
				get {
					return _buff_03;
				}
			}
			/// <summary>
			///buff 
			/// </summary>
			public string buff_04{
				get {
					return _buff_04;
				}
			}
			/// <summary>
			///buff 
			/// </summary>
			public string buff_05{
				get {
					return _buff_05;
				}
			}
			/// <summary>
			///buff 
			/// </summary>
			public string buff_06{
				get {
					return _buff_06;
				}
			}
			/// <summary>
			///buff 
			/// </summary>
			public string buff_07{
				get {
					return _buff_07;
				}
			}
			/// <summary>
			///buff 
			/// </summary>
			public string buff_08{
				get {
					return _buff_08;
				}
			}
			/// <summary>
			///一大波将要出现 
			/// </summary>
			public string bossWarning01{
				get {
					return _bossWarning01;
				}
			}
			/// <summary>
			///boss将要出现 
			/// </summary>
			public string bossWarning02{
				get {
					return _bossWarning02;
				}
			}
			/// <summary>
			///巨型野怪来袭 
			/// </summary>
			public string bossWarning03{
				get {
					return _bossWarning03;
				}
			}
			/// <summary>
			///系统提示 
			/// </summary>
			public string systemHint{
				get {
					return _systemHint;
				}
			}
			/// <summary>
			///时间未到，无法领取钻石 
			/// </summary>
			public string unableToReceiveDiamonds{
				get {
					return _unableToReceiveDiamonds;
				}
			}
			/// <summary>
			///滑屏开始射击 
			/// </summary>
			public string startGameTipsText{
				get {
					return _startGameTipsText;
				}
			}
			#endregion

            #region------单例--------
            public _UI_Main() { }
            //static _UI_Main instance;
            //public static _UI_Main GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_Main();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("progress/progressBar/explain").GetComponent<Text>().text = _residualVirus;
				} catch { }
				try{
					root.Find("timingProfitButton/text").GetComponent<Text>().text = _clickToCollect;
				} catch { }
				try{
					root.Find("startGameText").GetComponent<Text>().text = _startGameTipsText;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("residualVirus",out _residualVirus);
				dataDic.TryGetValue("clickToCollect",out _clickToCollect);
				dataDic.TryGetValue("buff_01",out _buff_01);
				dataDic.TryGetValue("buff_02",out _buff_02);
				dataDic.TryGetValue("buff_03",out _buff_03);
				dataDic.TryGetValue("buff_04",out _buff_04);
				dataDic.TryGetValue("buff_05",out _buff_05);
				dataDic.TryGetValue("buff_06",out _buff_06);
				dataDic.TryGetValue("buff_07",out _buff_07);
				dataDic.TryGetValue("buff_08",out _buff_08);
				dataDic.TryGetValue("bossWarning01",out _bossWarning01);
				dataDic.TryGetValue("bossWarning02",out _bossWarning02);
				dataDic.TryGetValue("bossWarning03",out _bossWarning03);
				dataDic.TryGetValue("systemHint",out _systemHint);
				dataDic.TryGetValue("unableToReceiveDiamonds",out _unableToReceiveDiamonds);
				dataDic.TryGetValue("startGameTipsText",out _startGameTipsText);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_NpcPreview {
			private string _o_SlowSpeedPlayer;
			private string _o_deathSplit;
			private string _o_specialMotionType1;
			private string _o_specialMotionType2;
			private string _o_specialMotionType3;
			private string _o_specialMotionType4;
			private string _o_attackDropGoldCoinRatio;
			private string _o_fiveAngleFixed;
			private string _o_defense;
			private string _o_repel;
			private string _o_bloodTransfusion;
			private string _o_fish200;
			private string _o_fish201;
			private string _o_fish202;
			private string _o_fish203;
			private string _o_fish204;
			private string _o_fish205;
			private string _o_fish206;
			private string _o_fish207;
			private string _o_fish208;
			private string _o_fish209;
			private string _o_fish210;
			private string _o_fish211;
			private string _o_fish212;
			private string _o_fish213;
			private string _o_fish214;
			private string _o_fish215;
			private string _o_collectNumber;
			private string _o_npcPreview;
			private string _o_fishAttribute;
			#region-------属性----------------
			/// <summary>
			///减速玩家 
			/// </summary>
			public string o_SlowSpeedPlayer{
				get {
					return _o_SlowSpeedPlayer;
				}
			}
			/// <summary>
			///死亡分裂 
			/// </summary>
			public string o_deathSplit{
				get {
					return _o_deathSplit;
				}
			}
			/// <summary>
			///特殊运动类型 
			/// </summary>
			public string o_specialMotionType1{
				get {
					return _o_specialMotionType1;
				}
			}
			/// <summary>
			///特殊运动类型 
			/// </summary>
			public string o_specialMotionType2{
				get {
					return _o_specialMotionType2;
				}
			}
			/// <summary>
			///特殊运动类型 
			/// </summary>
			public string o_specialMotionType3{
				get {
					return _o_specialMotionType3;
				}
			}
			/// <summary>
			///特殊运动类型 
			/// </summary>
			public string o_specialMotionType4{
				get {
					return _o_specialMotionType4;
				}
			}
			/// <summary>
			///落金币 
			/// </summary>
			public string o_attackDropGoldCoinRatio{
				get {
					return _o_attackDropGoldCoinRatio;
				}
			}
			/// <summary>
			///5角固定 
			/// </summary>
			public string o_fiveAngleFixed{
				get {
					return _o_fiveAngleFixed;
				}
			}
			/// <summary>
			///防御病毒 
			/// </summary>
			public string o_defense{
				get {
					return _o_defense;
				}
			}
			/// <summary>
			///近距离排斥病毒 
			/// </summary>
			public string o_repel{
				get {
					return _o_repel;
				}
			}
			/// <summary>
			///输血链接 
			/// </summary>
			public string o_bloodTransfusion{
				get {
					return _o_bloodTransfusion;
				}
			}
			/// <summary>
			///小黄鱼 
			/// </summary>
			public string o_fish200{
				get {
					return _o_fish200;
				}
			}
			/// <summary>
			///车旗鱼 
			/// </summary>
			public string o_fish201{
				get {
					return _o_fish201;
				}
			}
			/// <summary>
			///金枪鱼 
			/// </summary>
			public string o_fish202{
				get {
					return _o_fish202;
				}
			}
			/// <summary>
			///小丑鱼 
			/// </summary>
			public string o_fish203{
				get {
					return _o_fish203;
				}
			}
			/// <summary>
			///帝鲶鱼 
			/// </summary>
			public string o_fish204{
				get {
					return _o_fish204;
				}
			}
			/// <summary>
			///天使鱼 
			/// </summary>
			public string o_fish205{
				get {
					return _o_fish205;
				}
			}
			/// <summary>
			///河豚 
			/// </summary>
			public string o_fish206{
				get {
					return _o_fish206;
				}
			}
			/// <summary>
			///海龟 
			/// </summary>
			public string o_fish207{
				get {
					return _o_fish207;
				}
			}
			/// <summary>
			///鲂鱼 
			/// </summary>
			public string o_fish208{
				get {
					return _o_fish208;
				}
			}
			/// <summary>
			///灯笼鱼 
			/// </summary>
			public string o_fish209{
				get {
					return _o_fish209;
				}
			}
			/// <summary>
			///电鳗鱼 
			/// </summary>
			public string o_fish210{
				get {
					return _o_fish210;
				}
			}
			/// <summary>
			///狮子鱼 
			/// </summary>
			public string o_fish211{
				get {
					return _o_fish211;
				}
			}
			/// <summary>
			///蓝蝙蝠鱼 
			/// </summary>
			public string o_fish212{
				get {
					return _o_fish212;
				}
			}
			/// <summary>
			///剑鱼 
			/// </summary>
			public string o_fish213{
				get {
					return _o_fish213;
				}
			}
			/// <summary>
			///鲨鱼 
			/// </summary>
			public string o_fish214{
				get {
					return _o_fish214;
				}
			}
			/// <summary>
			///金蝙蝠鱼 
			/// </summary>
			public string o_fish215{
				get {
					return _o_fish215;
				}
			}
			/// <summary>
			///鱼类收集数量 
			/// </summary>
			public string o_collectNumber{
				get {
					return _o_collectNumber;
				}
			}
			/// <summary>
			///鱼类图鉴 
			/// </summary>
			public string o_npcPreview{
				get {
					return _o_npcPreview;
				}
			}
			/// <summary>
			///鱼类特性 
			/// </summary>
			public string o_fishAttribute{
				get {
					return _o_fishAttribute;
				}
			}
			#endregion

            #region------单例--------
            public _UI_NpcPreview() { }
            //static _UI_NpcPreview instance;
            //public static _UI_NpcPreview GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_NpcPreview();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("view/title/Text").GetComponent<Text>().text = _o_npcPreview;
				} catch { }
				try{
					root.Find("npcInfoView/view/attribute").GetComponent<Text>().text = _o_fishAttribute;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("o_SlowSpeedPlayer",out _o_SlowSpeedPlayer);
				dataDic.TryGetValue("o_deathSplit",out _o_deathSplit);
				dataDic.TryGetValue("o_specialMotionType1",out _o_specialMotionType1);
				dataDic.TryGetValue("o_specialMotionType2",out _o_specialMotionType2);
				dataDic.TryGetValue("o_specialMotionType3",out _o_specialMotionType3);
				dataDic.TryGetValue("o_specialMotionType4",out _o_specialMotionType4);
				dataDic.TryGetValue("o_attackDropGoldCoinRatio",out _o_attackDropGoldCoinRatio);
				dataDic.TryGetValue("o_fiveAngleFixed",out _o_fiveAngleFixed);
				dataDic.TryGetValue("o_defense",out _o_defense);
				dataDic.TryGetValue("o_repel",out _o_repel);
				dataDic.TryGetValue("o_bloodTransfusion",out _o_bloodTransfusion);
				dataDic.TryGetValue("o_fish200",out _o_fish200);
				dataDic.TryGetValue("o_fish201",out _o_fish201);
				dataDic.TryGetValue("o_fish202",out _o_fish202);
				dataDic.TryGetValue("o_fish203",out _o_fish203);
				dataDic.TryGetValue("o_fish204",out _o_fish204);
				dataDic.TryGetValue("o_fish205",out _o_fish205);
				dataDic.TryGetValue("o_fish206",out _o_fish206);
				dataDic.TryGetValue("o_fish207",out _o_fish207);
				dataDic.TryGetValue("o_fish208",out _o_fish208);
				dataDic.TryGetValue("o_fish209",out _o_fish209);
				dataDic.TryGetValue("o_fish210",out _o_fish210);
				dataDic.TryGetValue("o_fish211",out _o_fish211);
				dataDic.TryGetValue("o_fish212",out _o_fish212);
				dataDic.TryGetValue("o_fish213",out _o_fish213);
				dataDic.TryGetValue("o_fish214",out _o_fish214);
				dataDic.TryGetValue("o_fish215",out _o_fish215);
				dataDic.TryGetValue("o_collectNumber",out _o_collectNumber);
				dataDic.TryGetValue("o_npcPreview",out _o_npcPreview);
				dataDic.TryGetValue("o_fishAttribute",out _o_fishAttribute);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_Checkout {
			private string _youEarnedIt;
			private string _clickToCollect;
			private string _luckyAward;
			#region-------属性----------------
			/// <summary>
			///你赚到了： 
			/// </summary>
			public string youEarnedIt{
				get {
					return _youEarnedIt;
				}
			}
			/// <summary>
			///点击领取 
			/// </summary>
			public string clickToCollect{
				get {
					return _clickToCollect;
				}
			}
			/// <summary>
			///幸运大奖 
			/// </summary>
			public string luckyAward{
				get {
					return _luckyAward;
				}
			}
			#endregion

            #region------单例--------
            public _UI_Checkout() { }
            //static _UI_Checkout instance;
            //public static _UI_Checkout GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_Checkout();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("explain").GetComponent<Text>().text = _youEarnedIt;
				} catch { }
				try{
					root.Find("rewardButton/explain").GetComponent<Text>().text = _clickToCollect;
				} catch { }
				try{
					root.Find("luckyRewardButton/explain").GetComponent<Text>().text = _luckyAward;
				} catch { }
				try{
					root.Find("luckyRewardButton/GameObject/Text").GetComponent<Text>().text = _luckyAward;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("youEarnedIt",out _youEarnedIt);
				dataDic.TryGetValue("clickToCollect",out _clickToCollect);
				dataDic.TryGetValue("luckyAward",out _luckyAward);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_LuckyTurntable {
			private string _ss002;
			private string _ss001;
			#region-------属性----------------
			/// <summary>
			///是否观看奖励视频广告活动奖励 
			/// </summary>
			public string ss002{
				get {
					return _ss002;
				}
			}
			/// <summary>
			///幸运大转盘不对菜鸟级别的玩家开放 
			/// </summary>
			public string ss001{
				get {
					return _ss001;
				}
			}
			#endregion

            #region------单例--------
            public _UI_LuckyTurntable() { }
            //static _UI_LuckyTurntable instance;
            //public static _UI_LuckyTurntable GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_LuckyTurntable();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("e").GetComponent<Text>().text = _ss002;
				} catch { }
				try{
					root.Find("e").GetComponent<Text>().text = _ss001;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("ss002",out _ss002);
				dataDic.TryGetValue("ss001",out _ss001);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_MoneyExchange {
			private string _goldcoinShortOf;
			private string _vitalityShortOf;
			private string _get;
			private string _use;
			private string _noDiamonds;
			private string _noAdd;
			private string _noReduce;
			private string _exchange;
			#region-------属性----------------
			/// <summary>
			///金币不足, 快用钻石兑换吧 
			/// </summary>
			public string goldcoinShortOf{
				get {
					return _goldcoinShortOf;
				}
			}
			/// <summary>
			///体力不足, 快用钻石兑换吧 
			/// </summary>
			public string vitalityShortOf{
				get {
					return _vitalityShortOf;
				}
			}
			/// <summary>
			///获得 
			/// </summary>
			public string get{
				get {
					return _get;
				}
			}
			/// <summary>
			///使用 
			/// </summary>
			public string use{
				get {
					return _use;
				}
			}
			/// <summary>
			///没有钻石 
			/// </summary>
			public string noDiamonds{
				get {
					return _noDiamonds;
				}
			}
			/// <summary>
			///不能再增加了 
			/// </summary>
			public string noAdd{
				get {
					return _noAdd;
				}
			}
			/// <summary>
			///不能再减少了 
			/// </summary>
			public string noReduce{
				get {
					return _noReduce;
				}
			}
			/// <summary>
			///兑换 
			/// </summary>
			public string exchange{
				get {
					return _exchange;
				}
			}
			#endregion

            #region------单例--------
            public _UI_MoneyExchange() { }
            //static _UI_MoneyExchange instance;
            //public static _UI_MoneyExchange GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_MoneyExchange();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("view/back/diamondsNumber").GetComponent<Text>().text = _get;
				} catch { }
				try{
					root.Find("view/back/exchangeNumber").GetComponent<Text>().text = _use;
				} catch { }
				try{
					root.Find("view/confirmButton/Text").GetComponent<Text>().text = _exchange;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("goldcoinShortOf",out _goldcoinShortOf);
				dataDic.TryGetValue("vitalityShortOf",out _vitalityShortOf);
				dataDic.TryGetValue("get",out _get);
				dataDic.TryGetValue("use",out _use);
				dataDic.TryGetValue("noDiamonds",out _noDiamonds);
				dataDic.TryGetValue("noAdd",out _noAdd);
				dataDic.TryGetValue("noReduce",out _noReduce);
				dataDic.TryGetValue("exchange",out _exchange);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_PropertyView {
			private string _goldcoinValue;
			private string _dailyIncome;
			private string _firingRate;
			private string _range;
			private string _fire;
			private string _goldCoinDeficiency;
			private string _levelUnlock;
			private string _launchArms;
			private string _confirm;
			#region-------属性----------------
			/// <summary>
			///金币价值(Lv52) 
			/// </summary>
			public string goldcoinValue{
				get {
					return _goldcoinValue;
				}
			}
			/// <summary>
			///日常收益 
			/// </summary>
			public string dailyIncome{
				get {
					return _dailyIncome;
				}
			}
			/// <summary>
			///射速(Lv52) 
			/// </summary>
			public string firingRate{
				get {
					return _firingRate;
				}
			}
			/// <summary>
			///范围(Lv52) 
			/// </summary>
			public string range{
				get {
					return _range;
				}
			}
			/// <summary>
			///火力(Lv52) 
			/// </summary>
			public string fire{
				get {
					return _fire;
				}
			}
			/// <summary>
			///金币不足 
			/// </summary>
			public string goldCoinDeficiency{
				get {
					return _goldCoinDeficiency;
				}
			}
			/// <summary>
			///40级解锁 
			/// </summary>
			public string levelUnlock{
				get {
					return _levelUnlock;
				}
			}
			/// <summary>
			///发射武器 
			/// </summary>
			public string launchArms{
				get {
					return _launchArms;
				}
			}
			/// <summary>
			///确定 
			/// </summary>
			public string confirm{
				get {
					return _confirm;
				}
			}
			#endregion

            #region------单例--------
            public _UI_PropertyView() { }
            //static _UI_PropertyView instance;
            //public static _UI_PropertyView GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_PropertyView();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("sdsdss").GetComponent<Text>().text = _range;
				} catch { }
				try{
					root.Find("sdsd").GetComponent<Text>().text = _fire;
				} catch { }
				try{
					root.Find("ArmsPreview/launchSkillButton/Text").GetComponent<Text>().text = _launchArms;
				} catch { }
				try{
					root.Find("ArmsPreview/comfirmButton/Text").GetComponent<Text>().text = _confirm;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("goldcoinValue",out _goldcoinValue);
				dataDic.TryGetValue("dailyIncome",out _dailyIncome);
				dataDic.TryGetValue("firingRate",out _firingRate);
				dataDic.TryGetValue("range",out _range);
				dataDic.TryGetValue("fire",out _fire);
				dataDic.TryGetValue("goldCoinDeficiency",out _goldCoinDeficiency);
				dataDic.TryGetValue("levelUnlock",out _levelUnlock);
				dataDic.TryGetValue("launchArms",out _launchArms);
				dataDic.TryGetValue("confirm",out _confirm);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_RebornRole {
			private string _reborn;
			#region-------属性----------------
			/// <summary>
			///复活继续 4s 
			/// </summary>
			public string reborn{
				get {
					return _reborn;
				}
			}
			#endregion

            #region------单例--------
            public _UI_RebornRole() { }
            //static _UI_RebornRole instance;
            //public static _UI_RebornRole GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_RebornRole();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("reborn",out _reborn);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_Setup {
			private string _gameSetup;
			private string _shootingShockScreen;
			private string _musicAndSound;
			private string _on;
			private string _off;
			private string _languageSetting;
			#region-------属性----------------
			/// <summary>
			///游戏设置 
			/// </summary>
			public string gameSetup{
				get {
					return _gameSetup;
				}
			}
			/// <summary>
			///射击震屏 
			/// </summary>
			public string shootingShockScreen{
				get {
					return _shootingShockScreen;
				}
			}
			/// <summary>
			///音乐音效 
			/// </summary>
			public string musicAndSound{
				get {
					return _musicAndSound;
				}
			}
			/// <summary>
			///开 
			/// </summary>
			public string on{
				get {
					return _on;
				}
			}
			/// <summary>
			///关 
			/// </summary>
			public string off{
				get {
					return _off;
				}
			}
			/// <summary>
			///语言设置 
			/// </summary>
			public string languageSetting{
				get {
					return _languageSetting;
				}
			}
			#endregion

            #region------单例--------
            public _UI_Setup() { }
            //static _UI_Setup instance;
            //public static _UI_Setup GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_Setup();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("view/title").GetComponent<Text>().text = _gameSetup;
				} catch { }
				try{
					root.Find("view/shakeButton/explain").GetComponent<Text>().text = _shootingShockScreen;
				} catch { }
				try{
					root.Find("view/musicButton/explain").GetComponent<Text>().text = _musicAndSound;
				} catch { }
				try{
					root.Find("view/shakeButton/onButton/Text").GetComponent<Text>().text = _on;
				} catch { }
				try{
					root.Find("view/musicButton/onButton/Text").GetComponent<Text>().text = _on;
				} catch { }
				try{
					root.Find("view/shakeButton/offButton/Text").GetComponent<Text>().text = _off;
				} catch { }
				try{
					root.Find("view/musicButton/offButton/Text").GetComponent<Text>().text = _off;
				} catch { }
				try{
					root.Find("view/languageSettingButton/Text").GetComponent<Text>().text = _languageSetting;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("gameSetup",out _gameSetup);
				dataDic.TryGetValue("shootingShockScreen",out _shootingShockScreen);
				dataDic.TryGetValue("musicAndSound",out _musicAndSound);
				dataDic.TryGetValue("on",out _on);
				dataDic.TryGetValue("off",out _off);
				dataDic.TryGetValue("languageSetting",out _languageSetting);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_TimingProfit {
			private string _dailyIncome;
			private string _obtain01;
			private string _obtain03;
			private string _dailyDiamonds;
			#region-------属性----------------
			/// <summary>
			///日常收益可领取 
			/// </summary>
			public string dailyIncome{
				get {
					return _dailyIncome;
				}
			}
			/// <summary>
			///1倍领取 
			/// </summary>
			public string obtain01{
				get {
					return _obtain01;
				}
			}
			/// <summary>
			///3倍领取 
			/// </summary>
			public string obtain03{
				get {
					return _obtain03;
				}
			}
			/// <summary>
			///每日签到，领取 
			/// </summary>
			public string dailyDiamonds{
				get {
					return _dailyDiamonds;
				}
			}
			#endregion

            #region------单例--------
            public _UI_TimingProfit() { }
            //static _UI_TimingProfit instance;
            //public static _UI_TimingProfit GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_TimingProfit();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("view/o1MultipleButton/Text").GetComponent<Text>().text = _obtain01;
				} catch { }
				try{
					root.Find("view/o3MultipleButton/Text").GetComponent<Text>().text = _obtain03;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("dailyIncome",out _dailyIncome);
				dataDic.TryGetValue("obtain01",out _obtain01);
				dataDic.TryGetValue("obtain03",out _obtain03);
				dataDic.TryGetValue("dailyDiamonds",out _dailyDiamonds);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_LanguageSetting {
			private string _languageSetting;
			private string _confirm;
			#region-------属性----------------
			/// <summary>
			///语言设置 
			/// </summary>
			public string languageSetting{
				get {
					return _languageSetting;
				}
			}
			/// <summary>
			///确定 
			/// </summary>
			public string confirm{
				get {
					return _confirm;
				}
			}
			#endregion

            #region------单例--------
            public _UI_LanguageSetting() { }
            //static _UI_LanguageSetting instance;
            //public static _UI_LanguageSetting GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_LanguageSetting();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("view/titleBox/title").GetComponent<Text>().text = _languageSetting;
				} catch { }
				try{
					root.Find("view/confirmButton/Text").GetComponent<Text>().text = _confirm;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("languageSetting",out _languageSetting);
				dataDic.TryGetValue("confirm",out _confirm);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _E_MessaageType {
			private string _dailyIncome;
			private string _obtain01;
			private string _obtain03;
			private string _vitalityShortOf;
			private string _vitalityBuy;
			#region-------属性----------------
			/// <summary>
			///选中语语言文件不存在 
			/// </summary>
			public string dailyIncome{
				get {
					return _dailyIncome;
				}
			}
			/// <summary>
			///系统提示 
			/// </summary>
			public string obtain01{
				get {
					return _obtain01;
				}
			}
			/// <summary>
			///请链接网络 
			/// </summary>
			public string obtain03{
				get {
					return _obtain03;
				}
			}
			/// <summary>
			///体力值不足 
			/// </summary>
			public string vitalityShortOf{
				get {
					return _vitalityShortOf;
				}
			}
			/// <summary>
			///请充值，兑换体力值 
			/// </summary>
			public string vitalityBuy{
				get {
					return _vitalityBuy;
				}
			}
			#endregion

            #region------单例--------
            public _E_MessaageType() { }
            //static _E_MessaageType instance;
            //public static _E_MessaageType GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _E_MessaageType();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("dailyIncome",out _dailyIncome);
				dataDic.TryGetValue("obtain01",out _obtain01);
				dataDic.TryGetValue("obtain03",out _obtain03);
				dataDic.TryGetValue("vitalityShortOf",out _vitalityShortOf);
				dataDic.TryGetValue("vitalityBuy",out _vitalityBuy);
			}
			public Dictionary<string, string> dataDic;
		}
        
        /// <summary>
        /// 变量名 
        /// <para></para>
        /// </summary>
		public class _UI_SystemHints {
			private string _cancel;
			private string _confirm;
			private string _confirm2;
			#region-------属性----------------
			/// <summary>
			///取消 
			/// </summary>
			public string cancel{
				get {
					return _cancel;
				}
			}
			/// <summary>
			///确定 
			/// </summary>
			public string confirm{
				get {
					return _confirm;
				}
			}
			/// <summary>
			///确定2 
			/// </summary>
			public string confirm2{
				get {
					return _confirm2;
				}
			}
			#endregion

            #region------单例--------
            public _UI_SystemHints() { }
            //static _UI_SystemHints instance;
            //public static _UI_SystemHints GetInstance {
            //    get {
            //        if (instance == null) {
            //            instance = new _UI_SystemHints();
            //        }
            //        return instance;
            //    }
            //}
            #endregion
       
            /// <summary>
            /// 设置默认语言
            /// </summary>
            /// <param name='root'>UI物体根</param>
            public void S_SettingDefaultLanguage(Transform root) {
				try{
					root.Find("HintView/view/cancelButton/Text").GetComponent<Text>().text = _cancel;
				} catch { }
				try{
					root.Find("HintView/view/confirmButton/Text").GetComponent<Text>().text = _confirm;
				} catch { }
				try{
					root.Find("HintView/view/confirm2Button/Text").GetComponent<Text>().text = _confirm2;
				} catch { }
			}
        
            /// <summary>
            /// 设置语言数据
            /// </summary>
            /// <param name='languageArray'></param>
            public void S_LcadLanguageData(Dictionary<string, string> dataDic) {        
                this.dataDic = dataDic;
				dataDic.TryGetValue("cancel",out _cancel);
				dataDic.TryGetValue("confirm",out _confirm);
				dataDic.TryGetValue("confirm2",out _confirm2);
			}
			public Dictionary<string, string> dataDic;
		}
	}
}
